GilvanS
@GilvanS
Public Skills
SKILL: Regras de Negócio — Fatura e Pagamento do Cartão de Crédito
by GilvanS
Rateio de Órfãos Pré-005: O script ix_orphan_payment_step7.cjs ignora txs 'Encargos de atraso (rateio retroativo)' para evitar re-rateio duplo e valida que o valor de encargos nunca exceda 99% do total da tx (Guarda anti-regressão Wade/Alexander).
manutencao-massas
by GilvanS
Runbook de manutenção de massas financeiras do FintechBank. Use quando a auditoria (run_audit_consistency_report.js) acusar discrepância/anomalia em massa (CPF), ou quando o usuário relatar erro em fatura de massa — pagamento dividido em 2+ lançamentos, encargos criados após quitação, fatura quitada herdando dias de atraso, fatura aberta zerada após pagamento, dias de atraso errados, saldo credor perdido. Siga o diagnóstico e a correção abaixo antes de alterar qualquer dado. NUNCA edite fatura FECHADA (imutável) — a quitação é derivada por cascata na leitura.
caveman-stats
by GilvanS
Show real token usage and estimated savings for the current session. Reads directly from the Claude Code session log — no AI estimation. Triggers on /caveman-stats. Output is injected by the mode-tracker hook; the model itself does not compute the numbers.
caveman-help
by GilvanS
Quick-reference card for all caveman modes, skills, and commands. One-shot display, not a persistent mode. Trigger: /caveman-help, "caveman help", "what caveman commands", "how do I use caveman".
caveman-compress
by GilvanS
Compress natural language memory files (CLAUDE.md, todos, preferences) into caveman format to save input tokens. Preserves all technical substance, code, URLs, and structure. Compressed version overwrites the original file. Human-readable backup saved as FILE.original.md. Trigger: /caveman-compress FILEPATH or "compress memory file"
caveman
by GilvanS
Ultra-compressed communication mode. Cuts output tokens 65% (measured) by speaking like caveman while keeping full technical accuracy. Supports intensity levels: lite, full (default), ultra, wenyan-lite, wenyan-full, wenyan-ultra. Use when user says "caveman mode", "talk like caveman", "use caveman", "less tokens", "be brief", or invokes /caveman. Also auto-triggers when token efficiency is requested.
impeccable
by GilvanS
Use when the user wants to design, redesign, shape, critique, audit, polish, clarify, distill, harden, optimize, adapt, animate, colorize, extract, or otherwise improve a frontend interface. Covers websites, landing pages, dashboards, product UI, app shells, components, forms, settings, onboarding, and empty states. Handles UX review, visual hierarchy, information architecture, cognitive load, accessibility, performance, responsive behavior, theming, anti-patterns, typography, fonts, spacing, layout, alignment, color, motion, micro-interactions, UX copy, error states, edge cases, i18n, and reusable design systems or tokens. Also use for bland designs that need to become bolder or more delightful, loud designs that should become quieter, live browser iteration on UI elements, or ambitious visual effects that should feel technically extraordinary. Not for backend-only or non-UI tasks.
impeccable
by GilvanS
Use when the user wants to design, redesign, shape, critique, audit, polish, clarify, distill, harden, optimize, adapt, animate, colorize, extract, or otherwise improve a frontend interface. Covers websites, landing pages, dashboards, product UI, app shells, components, forms, settings, onboarding, and empty states. Handles UX review, visual hierarchy, information architecture, cognitive load, accessibility, performance, responsive behavior, theming, anti-patterns, typography, fonts, spacing, layout, alignment, color, motion, micro-interactions, UX copy, error states, edge cases, i18n, and reusable design systems or tokens. Also use for bland designs that need to become bolder or more delightful, loud designs that should become quieter, live browser iteration on UI elements, or ambitious visual effects that should feel technically extraordinary. Not for backend-only or non-UI tasks.
mobile-games
by GilvanS
Mobile game development principles. Touch input, battery, performance, app stores.
python-patterns
by GilvanS
Python development principles and decision-making. Framework selection, async patterns, type hints, project structure. Teaches thinking, not copying.
tailwind-patterns
by GilvanS
Tailwind CSS v4 principles. CSS-first configuration, container queries, modern patterns, design token architecture.
game-audio
by GilvanS
Game audio principles. Sound design, music integration, adaptive audio systems.
architecture
by GilvanS
Architectural decision-making framework. Requirements analysis, trade-off evaluation, ADR documentation. Use when making architecture decisions or analyzing system design.
testing-patterns
by GilvanS
Testing patterns and principles. Unit, integration, mocking strategies.
multiplayer
by GilvanS
Multiplayer game development principles. Architecture, networking, synchronization.
web-games
by GilvanS
Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
pc-games
by GilvanS
PC and console game development principles. Engine selection, platform features, optimization strategies.
plan-writing
by GilvanS
Structured task planning with clear breakdowns, dependencies, and verification criteria. Use when implementing features, refactoring, or any multi-step work.
brainstorming
by GilvanS
Socratic questioning protocol + user communication. MANDATORY for complex requests, new features, or unclear requirements. Includes progress reporting and error handling.
vr-ar
by GilvanS
VR/AR development principles. Comfort, interaction, performance requirements.
intelligent-routing
by GilvanS
Automatic agent selection and intelligent task routing. Analyzes user requests and automatically selects the best specialist agent(s) without requiring explicit user mentions.
red-team-tactics
by GilvanS
Red team tactics principles based on MITRE ATT&CK. Attack phases, detection evasion, reporting.
nodejs-best-practices
by GilvanS
Node.js development principles and decision-making. Framework selection, async patterns, security, and architecture. Teaches thinking, not copying.
2d-games
by GilvanS
2D game development principles. Sprites, tilemaps, physics, camera.